|
Halo 2
|
Tournament
We are planig a tornument for halo 2 on Xbox live the rules we be coming soon
|
Guide
|
Note...© 2004 Seifers Halo site
This Guide was writen by Seifer
Level 1: Cairo Station
Level 2: Metrpolis
Level 3: The Arbiter
Level 4: Delta Halo
Level 5: Quarantine Zone
Level 6: Gravemind
Level 7: Uprising
Level 8: High Charity
Level 9: The Great Journey
Level 1: Cairo Station
After watching the cool opening cutscene and find yourself rushing
along your fellow Marines to meet and greet the Covenant, run down the
stairs and grab the weapons waiting for you on the wall (a battle rifle
and a smg). Follow the Marines to the next area and take position next
to Sergeant Johnson (the african american in his dress uniform). FYI:
you can take command of the turret yourself that Sgt. Johnson is using,
you just kinda have to find the right position and snatch it from him.
With the turret in hand, as soon as the door blows open, fire. Get the
Elites first and when you clear out the place, equip your SMG and enter
the blown door. Turn right and kill the Elites, then the Grunts. Turn
right again and go up the stairs. Enter the room and man the turret
overlooking the area where the Marines are fighting. Take out as much
opposition as you can so the Marines can hold them off until you get
down there. Turn around and go out the next door, then down the stairs.
When you reach the area with the Marines, move ahead of them and clear
out any Covenant you didn't kill with the turret. Since alot of this
will be close-quarter combat, melee as much as you can to save ammo.
When you reach the end, turn left and go up the stairs. The next room
is the second floor of a hanger. Immediately fire down on the Covenant
on bottom to give the Marines some support. When you find the grenades,
throw some down to clear packs of Grunts. Your battle rifle alone can
get you through this. When the neighboring station blows up and the
second wave of Covenant come in, take them out and go down the hallway
to the next hanger. On the second floor are some Grunts manning the
plasma cannons, take them out with your battle rifle. On the far side
are some Covenant; grenades work well here. Hurry infront of the
Covenant boarding door and just pick off the reinforcements that
arrive. When the Athens is blown up, head down the stairs in the hanger
and throw a grenade down to clear the Grunts on the other side of the
door. Rush in and melee the Elite, then give it a clip of your SMG.
Some SMG's are on the wall if you run low on ammo. Head down the hall
and through the door, where a Special Ops Elite is right infront of
you. Waste him and then wait for the next door to open when the Master
Gunnery Sergeant dies. When he does, rush in and kill the Elites.
Switch one of your weapons with the shotgun the Sergeant had, then move
to the next area. At the end of the large room are some Grunts manning
a plasma cannon, take it out so your job is easier. Clear the area of
Covenant and turn left at the end of the room, then right and up the
stairs. Enter the doors and in the next room a group of Covenant will
come out, so a quick grenade should clear most of them, then rush in
and mop the rest up. Head down the hall and through the door, you'll
come up to a large room with several Marines, Sgt. Johnson, and
Commander Miranda Keyes. Run ahead of them and clear the Covenant so
Keyes can get to her ship. When you clear the area, go into the next
room and towards to airlock to the outside. Two jetpack Elites will
appear, so getting up close to the door and whipping out your shotgun
will make things easy. There's another Elite floating around, if you
want to kill him you have to find him, it's no big deal though. When
you drop down, turn around and go that direction until you hit a door
where on high difficulties some Elites are guarding it. Enter the doors
and you'll come up to a large elevator room. Go towards the gap in the
room and when you look down you'll see some Drones will be coming up.
Run back and find some cover. As soon as they appear start firing your
weapon, but if you wait for things to calm down the Drones will stay
still and give you an opportunity to pick them off. When the Drones are
dead, the elevator coming up has Elites and Grunts on it. You can just
jump down onto the elevator and kill them if your in a hurry. Push the
controls to go back down and when you reach the bottom, go out the
doors to get outside again. To the far end, you can s
ee three jetpack Elites. Your battle rifle works well here, but on
higher difficulties, grab a nearby plasma pistol and charge it, then
fire it at them to lower their shields, then bust out your rifle and a
do a quick headshot. Work your way to the other end and (on high
difficulties) some Elites will be guarding the door. Go through the
door and the elevator will take you to the level of the bomb. Go in the
room and several Elites will be guarding the bomb. Some quick grenades
and headshots should do the trick from afar. When you move in closer,
use your shotgun to eliminate any leftovers. FYI: There's a Marine at
the back of the room when you first enter, just turn left and left
again into the dark area. He doesn't do anything except talk, but he's
there. When the room is clear, head towards the bomb and watch the
amazing cutscene!
^TOP^
Level 2: Metropolis
You start off next to a downed Pelican, so get moving and the
passageway contains a single Grunt. Move into the courtyard and there
will be several Jackals, Grunts, and Elites scattered around. Run
forward to the building and kill the occupants. Go to the second floor
and hold off the waves of Covenant that follow. A Phantom will appear
and drop off several reinforcements. If you're a good shot, you can
take them out as they come down. When everything is done, some Hunters
will popout of a doorway in the courtyard. The turret on the second
floor directly overlooks that position, so kill them using the turret.
Move through the gate and follow the path. At the end are lots of
Drones, Jackals, and snipers. Just sit tight behind some cover and use
a human or Covenant sniper rifle to pick off the snipers first, then
the Drones. When you clear the area, you'll find a passageway that
leads to a network of alleyways. Snipers are positioned all around so
be careful. When you fight your way through, you'll come upon the squad
of the second Pelican. The Covenant attacking them are busy fighting
them, so just melee all of them in the back and go into the hotel. Down
the dark hallway are some Covenant. Continue down and you'll come
outside. Immediately turn left and kill the two Grunts standing there.
Go further in and turn around; you'll have a good shooting spot for the
reinforcements the Phantom drops off. When you kill them, go down into
the road and man the Warthog's gun before the Ghosts pop up. When you
take care of the Ghosts, let the Marines take the Warthog while down
the path there's a third crashed Pelican, where a small group of
Covenant are with a Ghost. Kill them and take the Ghost to the first
mortar emplacement. Take out the Elite's first, then the annoying
sniper in the sniper nest. Then when all is dead, move to the next
mortar emplacement. When you get there, start with the Elite and Grunts
behind the containers, then a Phantom will show up and drop off two
couples of Ghosts for you to fight. When you kill everything, including
the Elite hiding out in the concrete tower, the Phantom will fly away.
Follow it and you'll come up to another group of Covenant. Take out the
Ghosts and at the small concrete building where the Marine is, a rocket
launcher and sniper rifle are available. Grab them if you want and run
back to your Ghost, as three pods will drop down with Elites nearby.
Head towards the sniper nest and several more pods will drop down. Kill
the Elites and move through the rubble towards the entrance to the
tunnel system. Follow the roads and you'll come across several
checkpoints of Covenant. These are fairly easy to take out, just keep
on going and you'll come to a big area where the scarab that shot you
down walks by and two Ghosts pop up. Continue on and you'll come across
several Shadows trying beat 5 o'clock rushhour (just kidding). The
Shadows are a bitch sometimes because of the gunner ontop, so take out
the gunner first, then speed up and kill the driver. Repeat this for
each Shadow and soon you'll reach another big area in the tunnel that
has several stationed Covenant and Ghosts. When you kill all of them,
move inbetween the Shadow's opening gap to follow the road and you'll
finally leave the tunnel. Sgt. Johnson will drop off a Scorpion tank
for you, so hop on in and start to cross the bridge. Keep moving, since
at the top a Wraith is firing down on you, but if you keep the tank
going, it won't hit you. Several Ghosts will come at you while your
crossing but this should be no problem with the tank, even on
Legendary. When you reach the middle of the bridge, take out the
Wraith. When you pass the middle, several Phantoms will fly by, two of
them slow down. The first one will attack you but a tank round into
it's guns will destroy them. The second one will fly by with a Wraith
attached onto it. You can destroy it if you want. Also, a Marine will
pop out from alongside the bridge so pick 'em up. Continue down the
bridge and when you finally reach the end, several Banshee's will
attack you, the first
one from behind. When all the Banshee's are destroyed, two Wraiths
will come out of the tunnel. Just shoot them to oblivian and head down
the tunnel. Only a few Covenant are holding down the passageway, but
you'll come to a closed road that is only passable by walking. FYI: I
have managed to get the Scorpion tank across the barrier, just drive it
up the rampway and keep trying to get it over and eventually you'll get
it, though you might crush a few Marines standing by. Anyways, move in
and turn on your flashlight to help see where your going. At the far
end you'll see some Jackals and snipers, so if they're bugging you,
take them out first. Keep moving, and you'll reach a side tunnel that
leads to the surface. A sniper will be standing there, just melee him
and take his Particle Beam. Snipe the Elites and the two other snipers,
then go down and wait for the Warthog to drive by you, it'll stop. Take
the driver seat and let the Marine man the grenade launcher. Go into
the next area and you'll find some Ghosts with a Wraith. Just do
hit-and-run tactics in the Warthog and everything will soon be
destroyed. Follow the path behind the destroyed Wraith and you'll reach
the streets. Several Ghosts and Wraiths occupy the streets (Good thing
your driving, huh?). The gunner should take out everything there, just
keep the Warthog moving and he won't get hit. If he does manage to die,
come up to the building where the Marines are and turn left. Follow it
and then turn left at the Covenant equipment. There's a small entrance
to the overpass there that should give you a clear shot at the Wraiths.
Park inside the entrance so any Wraith fire will hit the building, then
go nuts. When the area is clear, go to the building with the Marines
and go inside. On the top floor, the scarab will come back but it won't
hurt the Marines your with on the balcony. Follow the Marines till you
get to the canal network where the scarab is right below you. Right
when you enter the canal network, to the right there's a rocket
launcher. Grab it and go to the first bridge overlooking the canal. The
scarab will pass right over you, giving you the opportunity to jump
onto it. When boarded, stay at the back so the Covies can't see you and
switch between grenades to rockets, then whatever your secondary weapon
is. If you managed to kill all the Covies before you reach the end of
the canal, you can go inside and take care of the pilots, finishing the
level early!
^TOP^
Level 3: The Arbiter
You start off as the Arbiter, finally able to use active
camoflauge! But as good as it seems, it only lasts a short period, so
use it wisely. Follow the Elite's down the path to the waiting Covenant
by the door. When it opens, go in and wait for the elevator to reach
the next floor. When the doors open again, activate your camoflauge
(White button) and move in quickly. Position yourself behind the first
Heretic Elite (HE), or as I call him, Joe, and melee his ass. The
fighting then starts. Move up to the second floor and kill the Heretic
Grunts (HG) in the area infront of you. Move ahead and clean up the
remaining HG's and HE's. At the end of the room there's a passageway
that lead down to the lower level. Follow it and some more Heretics
will be there. When your done killing, find the elevator and go down.
You'll be taken to the hanger, where Sentinels are there for you to
fight, too. Clean up the scattered Heretics and Sentinels, then use the
controls by the hanger door to let in the Phantom. Several separate
waves of reinforcements will arrive, giving you time to handle them
all. When you're done, a door at the bottom floor will open. Go through
it and follow the hallway to several HE's and HG's. The next room is
quite big and has alot of enemies, so handle the HE's first. When you
clear the area, the door at the other end of the room will open and
several Heretics will pop out, so be prepared. Go through the door and
you'll be in another hallway, where LOTS of HE's and HG's are with
needlers so you're gonna get frustrated. The hallway leads to a
corridor, where some sleeping HG's are so use your active camo and kill
as many Heretics as you can before your caught. At the end of the
corridor you'll find the door, where it leads to another corridor, but
you have time to use your active camo before two HE's show up. Several
HG's come out of a door when the fighting starts so beware. Go through
the door and you'll find the Heretic Leader (HL) leaving in a Banshee.
Deal with the HE's and Sentinels that show up, then go through the door
to the left/right and take a Banshee. A Phantom will accompany you so
if you get lost, find the Phantom. Several enemy Banshee's will
challenge you along the way, so be familiar with the new maneuvers the
Banshee can do (Hold the A button, then move the directional stick to
perform a trick). The best approach is to keep distance from the
Phantom, so that whenever enemy Banshee's pop up they attack the
Phantom first, giving you time to destroy them before they find out
your there. When you reach ground forces, just hover and shoot,
strafing left and right while alternating fire between your cannons and
the fuel rod. When you pinpoint the HL's location and reach the final
platform, just keep distance and use your fuel rod. When it quiets
down, fly in and go inside. If you notice, the familiar markings of the
Flood are on the wall, so be prepared to get pissed off. Follow the
rooms and when you reach the two floored one, jump down and wait by the
door. The HL's hologram will come and chit-chat. Afterwards, the Flood
will come so be sure you have a Plasma Rifle to handle the popcorn
Flood. Your energy sword words very well against Flood, too. When the
door opens, go in and onto the elevator platform. Kill the Flood and
Sentinels nearby and wait for the elevator to start. Going down takes
time, since the elevator's mechanical arm collects Flood sample
containers from the walls. The descent shouldn't be too bad as long as
you have some fellow Elites and your sword. When you reach the bottom,
go in the hallway and into the next room, where the Heretics and Flood
are battling. You can stay on the second floor and fight, but you're
gonna have to go down to get more Flood to come and clear the area so
the door will open. When the group of Heretics come in through the
elevator, kill them and enter the elevator. You'll end up outside where
you'll be joined by Elites and Grunts. Take either path, left or right,
and fight your way till you reach a doorway. Enter and you'll come into
a big room with the H
L. Kill everything and you'll find out your gonna have to cut the
station loose to get the HL out from his shield. Go upstairs and battle
the Flood and Sentinels by the elevator, then go up and cut the cables.
You can just run around with your active camo on from cable to cable,
it's easy. When the cables are cut, head to the elevator and go back
down. Jump down to the first floor where the HL was and kill the
Heretics inside and summon the elevator. Go down and through the doors.
Follow the path and kill the Heretics at the second door. Go in and
you'll have to chase the HL in the Banshee. Just turn around and go
back where you started the hunt with the Phantom. When your inside,
wait for the battle between the Sentinels and Flood to end, and kill
the victor. It's now basically backtracking to the hanger. The red
lighting in the hallways will make things harder to see, but keep your
energy sword out and you should be okay. When possible, when the
fighting between the Heretics and the Flood are distracting them from
you, run by and avoid the fight. When you get back to the hanger, the
HL will deploy two holographic images of him. On lower difficulty, I
found that just energy swording the two holographs and hunting down the
real HL is easy, but on higher difficulties, it's best to disable the
holographs and then plasma grenade the floating HL.
^TOP^
Level 4: Delta Halo
You start off with a squad of Helljumpers at the ground level of
another Halo ring. Run up the path and use your rocket launchers homing
ability (Hold right trigger, then let go) to destroy the plasma
turrets. Then start on the remaining Covenant and go inside the
building. Hold here until the Phantoms arrive. When they do, wait until
the reinforcements are dropped, then when they enter, gun them down or
grenade them. You'll do this twice. When the Pelican's arrive, jump in
the driver seat of the Warthog and follow the path leading into the
next area. You can simply run over the snipers you first encounter, and
then keep following the path the find the bridge building. Do
hit-and-run tactics until the outside area is secure; don't worry about
the Wraith(s). In fact, don't attract it's attention, or it'll blow
your ass up. Enter the building on foot and clear the room with the
controls with a grenade. Activate the controls and the bridge will
start going down. Go back outside and a Pelican will bring a Scorpion
tank. Jump in and go battle the Wraith(s). When your cross the bridge,
beware of the wave of Banshee's that will show up behind you. When you
clear them out, go into the cave to the right and follow it. Along this
entire path there will be Ghosts everywhere so be careful. You'll reach
a large opening, filled with plasma turrets, Ghosts, and infantry.
Start the shell-shocking, and when you clear the area, head towards the
other end. Follow the path and go into the building that leads to
another passageway. It's filled with Ghosts, as usual. When you reach
the end there's gonna be another structure with turrets and Ghosts
swarming everywhere, but it shouldn't be a problem with the Scorpion.
Start off by turning left and going all the way around the building,
clearing out any opposition. When you start to come around, a Pelican
will come and drop off some weapon canisters. Head towards the inside
of the building and get to work on the Elites, Grunts, and Jackals.
There's alot of enemies and alot of obstacles in your way so use your
cover wisely. On the ledge are some Jackals and Elites, so beware of
them. Go up the ledge and another set of enemies will pop out, but a
grenade will take care of that. Follow the stream and you'll enter a
big gorge. Melee the sniper standing there and use his Particle Beam to
pick off the rest of the outlying infantry. When it seems clear enough,
jump down ledge to ledge but a whole swarm of Drones will come to piss
you off. Run across the bridge that crosses the stream and go into the
tunnel. A new set of Drones will come. On the other side of the tunnel
are some Elites and such, so get to work. FIY: You can hit the rock to
move it forward so you can get a better view on snipers and Elites
while still behind cover. After clearing the area, go ahead and follow
the path ahead. You'll come up to the a large network of buildings.
Some snipers will be on the rooftop on the building infront of you.
Some Drones will fly up too. The weapon canisters near you are useful
for reloads while taking on your current workload. FYI: You can snipe
out the enemies ahead in the other buildings from this spot, but you
need a sniper rifle or particle beam. When you clear out the area, load
up on weapons and move down the path to the building. Go inside and go
either way left or right, then some Honor Guard (the tougher Elites)
will be there to greet you. Watch out for the energy sword-wielding
Elites. What works best is a plasma grenade on the Elite while they're
running at you, or simply throwing grenades and shooting. When the
cutscene ends, there's gonna be more Honor Guard for you to deal with
and some Drones, so be careful. When your all done, go up the second
floor and to the right to exit. When you come outside, there's gonna be
alot of snipers and Elites to deal with, so keep a sharp eye out (if
you took the advantage to snipe some enemies when you first came into
the area, you'll find this area alot easier). Follow the path into the
next building and there will be a roomful of Grunts and Jackals. A frag grenade off the far wall and into the crowd will kill some if not
most of the Covenant. Go to the exit and you'll hear a big clank, which
is the gondola your supposed to take to the next temple. Go outside and
beware of the Elites and snipers on the platform infront of you. Kill
them and find some cover; Hunters are on their way. When the Phantom
shows up and drops off the Hunters, the best way is to grenade the hell
outta them and shoot unless you conserved a rocket launcher or sniper
rifle. After they're dead, wait for a Pelican to drop off some more
weapons and load up. Then wait for the gondola to show up with Covenant
reinforcements on it. Board it and activate the transport by the
controls infront. When it starts going, some Drones will come. Onboard
the second gondola coming towards you, there will be some Covenant, so
be prepared for them. When you kill them all, the transports will start
going again. When you near the second temple, there will be turrets and
a small amount of infantry. A battle rifle can easily pick them off. If
your using a sniper rifle, you can just aim for the little pointy part
of the Grunt that is sticking out behind the turret and shoot that;
it'll kill them like a head shot. When the gondola docks, go into the
building and clear the room of Jackals and Drones. Melee's work well
here. Wait for the elevator to come up, and when it does, just toss in
a grenade at the door and it will clear the Covenant inside. Go in and
activate the elevator. When you reach the next temple, leave the
elevator and find the exit. Go up the ramp and into the next entrance,
there's a hallway with some Covenant in it. Clear it and follow the
path. Go up the next set of ramps and you'll enter a large room. It's
kind of hard to see enemies here, but immediately there will be some
Drones flying around; deal with them first so you don't have to worry
about them. Across the room you'll see snipers so pick them off before
they pick you. Some Elites and Jackals will come up near you so a
grenade should take the Jackals while you concentrate on the Elite. Mop
up the remaining Covenant and in the middle of the room some Hunters
will come in. Take care of them with a sniper rifle if you can.
Continue towards the opposite of the room and some Covenant will pop up
right when you enter the doors. Deal with them and on the bottom floor
there will be a passage that leads to another long hallway. If you can
find a sniper rifle, you can easily pick off the stealthed Covenant
here. If not, then just turn on your flashlight and find them. When you
kill all the Covenant in the hall, a stealthed Elite with a sword will
come in so be prepared for him. When he's dead, follow the ramp into
the next area and into the elevator. When you reach the next temple,
exit the elevator and a Elite will be walking along. Melee him in the
back and a wave of Covenant will rush up infront of you. A grenade
could take most of them out here, just mostly Grunts and a Elite. Move
forward and you'll get outside. Immediately go up the path and take out
the Drones while they're still walking around. Then deal with the
Elites. Wait for the Pelican to drop off a cache of weapons and get
whatever you want, but a battle rifle could come in handy. Turn around
and find the little spot that overlooks the next area; you can snipe
from here with your battle rifle and clear the area pretty
effortlessly. Jump down and go into the maze of ruins. In the middle a
Phantom will drop off some Covenant reinforcements so make sure you
nearby with a grenade in hand. When a good batch of them are on the
ground, throw your grenade and finish the rest off. Keep moving and
find the next gondola. There's a rocket launcher in one of the weapon
canisters that's not on the gondola, grab it and start the gondola. Get
in the back and wait for some Banshee's to show up. Use your rocket
launcher's homing feature and take them out. When your done, get ready
for the gondola heading your way; it's full of hover-pack Elites. When
you start to near the main temple, use the sniper rifle in
one of the weapon canisters on the gondola and pick off the Covenant
on the ramp before they get close enough to shoot at you. When you dock
and after the cinema, go up the ramp and into the temple. Some Jackals
and a Elite will show up at the entrance. Inside, on higher
difficulties, a pack of Hunters will be here, which is where your left
over rocket launcher comes in handy. On the top ramp there will be a
few sword-wielding Elites so watch out. It's best to kind of hang back
and take out the Covenant stationed at the entrance. Keep a plasma
rifle handy to mop up Grunts and Jackals so you don't waste your main
weapon's ammo. Weapons don't hurt the Prophet, so run up to the Prophet
of Regret and jump on with the X button. Hit him with the B button and
kill him. On higher difficulties, you'll be switching from Regret to
the Elites as they respawn. Just toggle between the two and you'll get
through fine.
^TOP^
Level 5: Quarantine Zone
This a very long and frustrating level, as you'll most likely die a
couple of times if your above normal difficulty. You start off at a
deserted platform. I would highly suggest keeping your Covenant carbine
and swapping your plasma pistol for a nearby Sentinel Beam. Walk up to
the column where the little repair Sentinel is opening it with the
laser. On low difficulties, you can open the columns by just activating
the blue Piston. On higher difficulties, you need to shoot them to open
it. When it's open, jump down. When you reach the bottom, go through
the next column and when you reach the next floor, follow the hallway.
There's nothing you need to worry about here, just keep moving to the
next column. When you hit the next floor, you'll see some Covenant
battling the Sentinels. Help them out (the carbine will do) and you'll
notice that the white slots on the walls bring Sentinel reinforcements;
destroy them. You'll also notice some of these slots are closed and
they don't open till you go past them or are about the leave the area.
It is a good idea to destroy these if you want to keep the Jackals and
Grunts in your team alive or don't want the Sentinels bugging you. When
you clear the room, follow the path into the next room and destroy the
slots and Sentinels. When the room is clear, find the column at the
back of the room and go through. Follow the hallway and you'll meet a
Grunt or two. Some of the slots don't open till your about to leave and
two of them are way up by the ceiling. When the room is clear, go
through the column and into the large room with the huge bot. The best
way to take this thing out is get below it and shoot off it's little
legs with the carbine, then lower it's shields with the Sentinel Beam
and shoot the body with the carbine. When it's destroyed, activate the
pistons on each of the four columns in the middle of the room and then
another control panel will pop out in the middle. Activate it and
prepare to go into Flood territory. If you still have some Covenant
left, I suggest giving them some good weapons (the Jackal can carry a
plasma rifle or a carbine, which is alot better than the plasma pistol
they carry; the Grunts can have a plasma rifle, too). When the elevator
docks at the next area where the Flood and Sentinels are battling, take
out the huge bot using the same tactics as the one before. When it's
destroyed, a shudder should open which is where you need to go through.
Jump over to it and go in. Follow the path to the column and go through
to the next floor. You'll find some Flood here, just take them out with
a grenade if your lazy or your Sentinel Beam. You'll find out that the
Flood popcorn can inject itself inside a dead Flood form and revive it,
so it's good to kill the popcorn first when they appear. When they're
dead, keep moving and go through the column. Next to the dead Marine's
body is a shotgun, GRAB IT. This is very good against Flood. Also, a
SMG is ideal for taking care of the Flood popcorn. Ahead, some Flood
will show up so keep the shotgun ready. When you kill this first wave,
up ahead are more and you can avoid them by using your stealth gear and
running by them (be careful not to run into them). Be sure to do it
right when the second wave comes in, so you'll stretch the stealth long
enough to get to the end of the room. Watch out for the carrier Flood
(the big fat Flood that carry popcorns) and go through the column to
the next floor. Go down the ledge and immediately turn left. Keep going
until you see another ledge to the left and jump in. Turn on your
camoflauge and exit down the ledge to the right when you reach the end.
Stick to the wall and to the left there will be a column; go through
it. You'll come up to a very foggy room with Flood walking around. Use
your shotgun and kill only the Flood that are currently present; more
come like rabbits so just deal with what matters and turn right to the
passage into the next area. You can actually avoid unnecessary
firefights in this second room by using your camoflauge wisely. At the
back of the room there is anoth
er passage, so run over there. Some Sentinels will appear while your
crossing the passage but they shouldn't both you if you just leave them
alone. When you hit the third room, use your camoflauge and at the back
of the room to the left there's the column, so go over there and jump
down before they notice you. There's another column so go through that
and you'll find another balcony area. If you hurry up and go through
the column here you'll avoid a Flood ambush so jump through quickly.
When you hit the next balcony area, there's some Flood but a Phantom is
distracting them so jump once as far as you can off the ledge towards
the column and as soon as you touch the ground, use your camoflauge.
Then open the column and jump down. Go through the shudder doors and
fight the Flood that come when the pods of Elites come down. Clear the
landing zone and cross the destroyed tunnel to the next area. Some
carrier Flood are here so deal with them. There's a sniper's nest you
can go up on but it really won't do you any good since your weapons
work best at close-range on the Flood. When you secure the area, go
through the tunnel by the turret into the next area. Make sure you talk
with the white-armored Elite first and then the waves of Flood will
start appearing. Fend them off and a Phantom will drop off some
vehicles. Jump in the Ghost and enter the shudder doors. A bot and
several Sentinels will come out but the Ghost can easily put them down.
Go in and follow the passage. You'll enter a very large room. Turn
right and then left around the first corner. Some bots and Sentinels
are here at first. Destroy them and deal with the Flood on the Ghosts.
To the right there will be a path that leads down. Be careful though,
there's a Flood-controlled Scorpion tank. If you let the bot battling
the Scorpion tank live, the Flood inside of it should die and you can
commandeer it. Also, you can race up to the tank and board it, then
melee (B button) the hatch off and plant a grenade (left trigger) in it
to kill the driver. The Scorpion tank is very useful but if you can't
get it, the Ghost is fine. Exit through the shudder doors and follow
the path. When you exit, some Flood will be right infront of you so
don't go past the shudder doors or the Flood will jump on your vehicle
and start beating you. There's alot of bots that will be flying around
so keep moving. You can avoid the group of Sentinels infront of you and
follow the passage to the center of the area. There's Flood down here
but you can avoid the fighting by finding the shudder doors and going
into the next area. Destroy the Wraith that is battling the bots so the
bots can turn their attention to the Wraiths at the back end of the
valley. Find the passageway through the rocks and follow the path.
Beware when you cross the debris that functions as a bridge, there's a
Flood that pops up ontop of the hill onfront of you with a rocket
launcher. You can avoid this by dumping your vehicle and when you cross
the bridge turn left and go past the rock. Follow the path and it'll
take you to the underground passage to the next area, completely
bypassing the Wraiths and bots. Follow the path and there will be no
enemies since the game didn't load the Scorpion tank, bots, and
Sentinels that were supposed to be here since you took the shortcut.
Find the entrance to the flaming structure and enter. Follow the
hallway and you'll see the bots and Flood battling. Find the crack in
the wall and jump off it into the room. Move forward and turn left at
the wall. Move straight ahead and turn right to the passage. Follow the
passage and you'll get back outside to where the battle continues on.
It's actually better to turn on your camoflauge and dodge the fighting.
Jump down the ledge and turn left. Keep moving and at the back of the
valley to the right there's another passage with some Flood there. The
passage will lead to another large room, but stick to the right wall
and go up the ramp. To the right will be another passage leading out,
but some Flood will ambush you when you leave. Deal with them or us
e your camoflauge, then jump down the ledge and turn left. There will
a Ghost floating around but run to the Scorpion tank and jump in. Take
care of the Ghost and the Wraith and more forward. To the left will be
the exit. Go through it and you'll enter yet another large area. Stay
by the exit and pick off the bots and Flood that will come. When it
seems quiet and the Phantom drops off the Spectre, cross the bridge and
turn right on the hill. Follow the path and you'll see a Wraith, blow
it to bits. Some Flood-controlled Ghosts and a Warthog with a grenade
launcher will appear across the opposite ledge, take them out before
they can find a way across to you. Keep moving past the destroyed
Wraith and drive off the ledge into the path. Turn left and go up the
hill. On top, you'll notice a Scorpion tank and two bots battling. Take
out the Scorpion tank and if it works out right the bots will turn
towards the Wraith. If they start to attack you, just take them out and
drive off the ledge infront of you. Go under the rock passage to your
right and you'll see a Wraith, destroy it and move forward. A few
Ghosts will pop out as you get closer to the structure. When you get
close enough, you'll see two shutters open. One of the Flood that comes
out has a rocket launcher, so keep shooting until your certain
nothing's alive. Then move towards the entrance to the structure and
take out the remaining Flood. Exit the tank and enter the structure.
Follow the path and you'll find a transport. A cinema will follow and
you'll be racing with the humans for the Icon. Some Elites join you
when you start back up again so swap for an energy sword and make sure
you keep your shotgun. Move to the left side of the transport and stay
there till the Flood drop down on you. Use your shotgun and blow them
away. Then go down the ramp to the bottom level of the transport where
a passage is that leads to an opening, this is where Flood
reinforcements come, so wait outside and shotgun them as they come out.
When they're dead, move back up to where you fought the first wave and
deal with the Flood running around here. When everything's dead, move
down outside the passageway again and you can pretty much stay here and
fight the rest of the ride since this is where the Flood come out. When
the transport starts to go up, though, and if you have auto-aim on, the
aiming will get fucked up and you'll notice it's hard to look up to
shoot so beware. The ride is fairly easy as long as you have a shotgun
and a energy sword. When the ride starts to end, some Flood will jump
down on the top level where the Elites are and again the aiming gets
screwed up so be careful. The Flood on bottom will keep coming too so
be quick. When the transport docks, go down the ramp and follow the
Flood popcorn to the entrance of where the Icon is being kept. Watch
the cinema and get ready to kick butt!
^TOP^
Level 6: Gravemind
You start off as the Chief again but with a damn Needler. If your
precise, you can land enough needles on a Brute to make him explode.
When you kill the first Brute the second Brute will start to beserk so
be prepared to get your ass beat on. It's best to grab the dead Brute's
plasma rifle and finish him off with that. I personally don't prefer
the Brute plasma rifle as a long-term weapon because it overheats way
too fast. When you get the chance, find a standard plasma rifle and
duel-wield with that, since it shoots alot longer. Several waves of
Brutes and Grunts will come so be prepared. When the Brute with the
carbine is killed, grab the carbine and get some headshots on the
Brutes with it. When the area is clear, go to the pedestels and put
Cortana in, she'll open the door. Go through the doors and you'll enter
a hallway. Turn which ever way, right or left, and some Grunts and
Brutes will be here. Some Grunts are manning the plasma cannon at the
end of the room so beware. Take out the Brutes and go through the door.
Equip your carbine and get some headshots on the Covenant here. Stay
near the door and pick off the enemies. When the reinforcements arrive
through the grav lift, just pick them off. The Brute Captain is fairly
easy too, just headshot him. Grab the Brute Shot he's got and wait for
Cortana to activate the lift. Go down and get a feel for the Brute Shot
by meleeing the Jackals. Go through the doors and into the hallway.
Exit through the doors and you'll find some Jackals waiting around.
Melee them and enter the bigger, longer hallway. There's some Jackals
and Brutes here at first, so pick them off with the carbine and when
they're dead, a group of Brutes and Grunts will appear at the end of
the hall. Pick off the Brutes with the carbine and mop up the Grunts
with the Brute Shot. There's some carbine ammo to the right of the exit
door if you need it, also. Exit through the doors and you'll enter
another hallway. Some sleeping Grunts are around so melee them, but
it's quite impossible to kill all the enemies in the room stealthly, so
don't worry about it. Kill the Brutes and Grunts that are here and move
on. In the next room there's quite alot of Brutes, so stay by the door
and pick them off. When it's clear, go to the bottom level and wait
near the lift. When Cortana activates it, jump on and you'll be sent to
the holding area. Melee the Brute standing guard and finish off the
sleeping Grunts on this level. Go down a level and secure it. It
depends on how much time you spend on a level, but eventually Cortana
will tell you to go to the bottom or middle level; each one has the
same holding cells. Just pick off the Covenant guarding the Marines.
FYI: Give the Marines good weapons. The best arsenal I've found is all
but one of the Marines sporting a plasma rifle. The remaining one
Marine should have a Covenant carbine for sharpshooting. When all the
Marines are rescued, some Covenant will come on the top level so hold
down the middle level near the lifts and kill them as they come down.
When it seems there's enough dead, go to the top level and rush towards
the main gravity life; some more Covenant will come so it's best to
wait by the lift and melee them with the Brute Shot. When the area's
clear, the lift will become active again so jump aboard and you'll be
taken to a new room. There's a working door nearby (the red colored
doors don't work and the pinkish doors can open), go through it and
some Elites will be right infront of you. Deal with them by melee or an
easy plasma grenade and then shoot the Drones coming right behind them.
The hallway has more Brutes and former Honor Guard Elites fighting so
pick one and start killing. More Drones will come too so watch out.
When your done, enter the next door but watch out, another pack of
Drones will be flying right at you. Keep going and you'll enter another
hallway. Scattered Jackals, Elites, and Brutes will be here so deal
with the Brutes first since they're the hardest of the bunch. Exit by
the doors and turn left to another door, then you'll enter a large ro
om with two Hunters. Don't bother trying to melee them with the Brute
Shot, it will just bounce off the armor. Just wait for them to swing
and get behind them then start shooting with the carbine or plant a
carefully placed grenade on their unprotected skin (the orange part).
After killing them, exit through the doors and you'll be in what seems
to be a garden. Right next to you an Elite and Brute will be battling.
Wait till either one wins and finish off the victor. To your left and
across the garden will be snipers; take them out before they take you
out. Stay on the ledge by the door and down below a Hunter and some
Brutes will battle. Finish off the Hunter and then pick off the Brutes.
A sniper to your mid-left will appear, along with some jetpack Elites
so pick 'em off. When the area is clear, move to the path on your left
and follow it down to the bottom. Find the path that leads up to the
opposite ledge and go up. When you near the door, a Brute will appear
so shoot or melee his ass quickly. Go through the doors and down the
large corridor. The next set of doors will lead to a large gravity
transport, step on and you'll be taken across to the next tower. A
sniper will be right infront of you so quickly take him out and turn
left to the path. A group of Covenant will appear so grenade them
before the chasing Brute comes in. Kill the Brute and behind you a
Brute or two will still be around somewhere. Follow the left path and
you'll come up to several Elites and Brutes battling. You can either
wait till one wins or join in, but if you join in you can easily kill
them while they are distracted. The paths will separate yet again, but
take the left one and it'll take you to another gravity transport.
Before you reach it, however, a set of jetpack Elites will appear right
infront of you so pick them off quickly so you can deal with the coming
madness. Several Covenant in the little room will come out next to the
transport so kill them and turn your attention to the gravity
transport, where some Brute reinforcements will come. Kill them and
take the transport. Enter the doors and follow the hallway to yet
another garden where Drones, Elites, and Brutes are fighting. Pick off
the Drones so the Elites and Brutes can concentrate on each other. Then
kill the Brutes and finally the Elites. Some reinforcements will come
from the door opposite of the one you came out of so don't get
sandwiched. Exit through the door the reinforcements came out of and
follow the hallway leading outside. Take the gravity transport and on
the other side you'll find some energy swords, but you probably won't
need them since you got the Brute Shot. Take the left path and you'll
see some Brutes beating down some Grunts. Personally, I took pity on
the little bludgers and took out the Brutes for them, then beat them
down myself since it's easier that way, but whatever you decide to kill
first is up to you. When your done, continue on and where the paths
divide, take the left one and it'll lead you to yet another gravity
transport. Cross it and enter the doors. Go up the hall and you'll
notice three Brutes exit the doors ahead. Your carbine can take care of
them quite easily, but the last one alive will berserk so melee him
with the Brute Shot. Go through the doors and you'll come up upon
another garden. Turn left and then right. You'll see a sniper standing
on the platform, melee him and switch your carbine with the Particle
Beam. Infront of you will be an Elite and Brute fighting. You know what
to do, kill the Brute, then the Elite. Go back on the platform where
the sniper was and start sniping. Notice directly across from you on
the other side of the garden is a door, which is where you exit and
occassionally enemy reinforcements arrive so keep an eye out there.
Look down the ledge and kill the two Grunts standing around the pond.
IMMEDIATELY turn your attention to the door across and look through the
scope. Never mind the Elites, but right behind them is a Grunt with a
fuel rod so pick him off before he manages to fire off a shot which can
very badl
y fuck you up. When he's done with, you can start to kill the Elites
and Brutes below so get to it. When it's clear, jump down and find the
path up the slope that leads to the door. When you find it, follow it
up but when you see it lead to several Covenant weapon canisters, turn
right with the path till you relocate the real path, where some
stealthed Elites with swords accompanied by Grunts are coming at you.
Grenade them or snipe them quickly before they get to you. Move on up
the path and through the doors. You'll be in another large hall but if
you rush in quickly, you'll see the Elite before he can camoflauge
himself. Melee him and kill the Grunts that are coming out the exit
door. In the next hall is a lone stealthed Elite so take him out and
proceed to the next room. Be careful in this one, since it's very
tricky. The first enemy in here are the Covenant, so deal with them but
Brutes will come so be prepared to fight two battles at once. Go
through the doors where the Brute came out and there will be an outside
path where Brutes and Covenant are battling. It's best to wait for the
battle to simmer down, then strike. If you don't want to die, I suggest
running back to where the lone stealthed Elite was and grabbing the
fuel rod in that hall. When your ready, rush in and plasma grenade the
Brutes in the back. Some Drones will be here so take them out and move
forward. Before you reach the door a wave of Covenant with Hunters will
appear so switch to your fuel rod and blast the two Hunters away. Mop
up the remaining Covenant and go through the door. The next room, the
Mausoleum of the Arbiter, will contain a battle between Brutes and
Elites. If you want to, you can let them finish each other off, but
it'll take awhile. If you have no patience, follow the path to the
right and get behind the Elites. Melee them and jump down on the Brutes
and kill them. The battle will resume with the Hunters and the Brutes,
so you might want to kill one Hunter and let the other deal with the
Brutes. When the odds are favorable, kill the Hunter and the remaining
Brutes. The door opposite of the one you came in will open. Go to it
and when you enter, two stealthed Elites will be there. They're close
enough to get an easy plasma grenade sticking so give it a shot. When
they're dead, go out but you'll be greeted by the last stealthed Elite
so no mercy.
^TOP^
Level 7: Uprising
Follow the path to your left and you'll see a dead Elite. There's a
plasma sword nearby so grab that and equip it. Turn on your stealth and
go down the path to the first Brute. Get behind him and tear him a new
hole. You'll most likely be noticed so retreat and hide behind
something. When your stealth recharges, turn it on and melee the
remaining Brutes. One of them should have a Brute Shot so get it and
reload it. There's also some Brutes on the ledge infront of the door
you need to go through so dodge them and find the path up towards the
door. A Brute will be waiting at the bottom of the path so melee him
and start going up. Right before you turn the corner to the Brutes on
the ledge, turn on your stealth and go nuts. When they are all dead, an
Elite will come. If you want, you can wait for the Elites in the pods
to touchdown and join you to make the fighting easier. Go through the
door and follow the hall to the next door. Go through and you'll be in
a large cave. Move forward and take the left path. Two Brutes and a
Jackal will be walking here so melee the hell out of them with the
plasma sword and go around to the path leading up to the next level.
Keep going and you'll meet a group of Brutes (a well-placed plasma
grenade can kill them). At the top of the path there are Drones and
Brutes, so melee them to hell and go through the door. The next room is
quite simple, just rain down a barrage of grenades from the Brute Shot
on the Brutes and Jackals below you and jump down with the energy sword
to finish them off quickly. Go through the doors and follow the
hallway, where sometimes a charging Brute turns the corner. The four
leveled room you enter is very easy. Before you jump down to the third
level, see the glowing blue canisters infront of you? Push them down
and they'll explode on the third level, killing the Jackals. Jump down
to the second level and plasma grenade the waiting Brutes. Then use
your energy sword to quickly kill the remaining Brutes. Down on the
first level, rain hell from your Brute Shot. Tear through the pack with
the sword and exit through the door. The next room can be dealt with
the same way, but you're probably low on ammo so turn on your stealth
before jumping down and equip your Brute Shot. Get behind the Brute in
the turret and kill him. Turn to the door and plasma grenade it to kill
the reinforcements that are coming. Then melee the rest. Exit and
follow the hallway. When you get to the large doors, turn on your
stealth and run out. Get behind the waiting Brute and melee him, then
deal with the Jackals. Follow the path quickly and kill the Brute
Captain that shows up in the Ghosts. Immediately jump in the Ghost and
turn it around to mow down the coming Brutes. When it's clear, follow
the path and you'll hit the first of a series of enemy checkpoints.
There's a sniper on the rocks infront of you, so deal with him first.
The remaining enemies appear all over the place, so just drive around
in your Ghost and run them over or shoot them. When the area is clear,
follow the path to the next checkpoint. The ledge on the left has a
Jackal trying to killa Grunt, kill the Jackal so the Grunt can man the
turret. Proceed into the area where a sniper is hidden in the rock
formation by the trees. A spectre with Brutes onboard will arrive so
destroy it quickly. Two Brutes on Ghosts will then arrive so chase them
down. When it's clear, follow the path to the next checkpoint. Go up
the left ledge and take out the two Jackals stationed there. Follow the
stream to the next checkpoint. Speed up and take out the Brutes since
they're more likely to screw up your ride more than the Jackals are.
Move up the ledge to the overpass and kill the Jackals here, then find
the two Jackals by the log and take them out. Follow the stream down
and take out the cleverly hidden sniper right before you hit the
waterfall to your right. From the top of the waterfull, find the
Jackals Particle Beam and snipe the Brutes in the structure infront of
you. When most of them are dead, take your Ghost down and deal with the
Wraiths to
your left. When the Wraiths are destroyed, turn to the structure and
go up the ramp near the waterfall. Take your Ghost to the doors where
waves of Brutes will be. You can drive your Ghost in, so take a ride
through the hallways. There's an ammo room in here, so take this
opportunity to grab a shotgun or a fuel rod if you need to, but keep
the Particle Beam in your inventory. Exit and you'll be on another
ledge, but there's some snipers directly across from you, so be quick
and drive over there first and take them out. Then concentrate on the
Brutes. Follow the rock tunnel where loads of Brutes, Jackals, and a
Brute-controlled Ghost will be, so charge on through. When your done,
exit through the doors onto the beach.
^TOP^
Level 8: High Charity
This is actually one of the few levels you can run through without
fighting. You start off with the Flood right infront of you, so fend
them off as best you can with your current weaponry. There is a Flood
with a shotgun, so be sure to look for it among the bodies. It's best
to let the Flood finish off the Brutes, so just wait and start killing
when there's less enemies. Go through the doors and you'll be in a hall
(turn on your flashlight if you can't see). Some Brutes will come out
from the other day but only kill one or two Brutes, and wait for the
Flood to come in. They'll distract the Brute so run by to the door and
jump on the gravity lift right infront of you. When it takes you to
another level, run forward towards the working door and you'll enter a
large room with several platforms. Ahead there are Drones, Brutes, and
Flood fighting so keep your shotgun handy and grab the carbine in the
canister. Walk on the platform and jump on the gravity lift, it'll take
you to where the battle is going on. Just shoot whatever gets in your
way and jump on the next lift; it takes time to work so just stand
there and hold off the enemy while it transports you. When you reach
the next platform, run for the door where a couple of Flood will be. Go
through the door and down the hall. You'll enter a very, very dark
hall. Look for a Brute Shot on the ground while your here and swap it
with your carbine. Some Flood are walking around, but just shoot what
manages to see you. KEEP MOVING. There's no need to fight the whole
damn Flood army and on higher difficulties you'll quickly run out of
ammo. Just run from door to door. Every room is pretty basic, the exit
door to the room is in the back opposite of the entrance door. So just
keep moving through the dark halls and avoid the Covenant holding down
the doorway by simple jumping over them. The large room you enter are
crawling with Flood, so move ahead and jump into the water. Follow it
to the next door and run in before the Flood start to follow you. A
group of Flood will exit the door, so shoot the carrier Flood and it
should take out the combat Flood around it. Follow the hall to the next
large room. Same strategy, but follow the path and it'll lead you
straight to the door. To conserve ammo, use the melee feature on the
Brute Shot for the Flood (it will disintegrate them). Go through the
door and turn left on the intersecting hall to reach the elevator.
Activate it and wait to be taken up. When you reach the top, stick to
the right wall and move forward. Ignore the Grunts and get to the back
of the room, where the Brutes and Jackals are. Kill all the Brutes and
the Flood will start to come. Find the exit door (there's a big orange
light on it) and run up to it. It should turn pink and open. FYI: You
can ignore all the other enemies but kill all the Brutes. As long as
the Brutes are all dead the doors will open. Go in and use the right
door to get to the gravity lift. When you reach the next floor, stick
to the left path and equip your shotgun. The Flood infront of you
should immediately run to the Brutes below but if they don't, just
blast your way through and keep moving. Go around the canister and keep
to the left. The sniper should be busy but if he notices you, he'll
drop the particle beam he has and run. Stand on the little glowing
platform and your done.
^TOP^
Level 9: The Great Journey
Your the Arbiter again, and on higher difficulties you can't even
drive the wraith. If your on lower difficulties, follow part I below.
If your on a higher difficulty and stuck with the Spectre, follow part
2 below.
1. Jump in the wraith and follow the valley (no, not off the ledge) and
some Ghosts will come. Just blast your way through and keep going. The
Ghosts are pretty continuous, so just keep blasting until you reach the
parked scarab. Past it are two Brute-controlled Wraiths. Keep your
distance and shoot until they are destroyed. Go past them to the door
and exit the Wraith. Enter the doors and meet up with the Elite and two
Hunters.
2. This is very hard and time consuming on higher difficulties, so
mount to gun and let the nearby Elite drive. He may drive like shit,
but it's better than how he shoots compared to you. When the Ghosts
start coming, firing like crazy at them and try to aim for the driver.
The front of the Ghosts are heavily armored so it's best to wait for
them to show their backs. If your getting your ass kicked and they
won't give you a good shot, just keep shooting at them and eventually
you'll destroy the Ghost along with the Brute. I've noticed the
Elite-controlled Wraith has a problem with ramming you or accidently
shooting you for no apparent reason, so if the Wraith accidently fucks
up and kills you, just restart and do it all over again. Follow the
valley and you'll reach the parked scarab. The two Wraiths here are a
bitch, especially when the Wraith with the Elite in it is shooting at
them and all the shots are hitting the scarab. If your Spectre is still
functional at this point, move to the left of the Wraiths and dismount.
Turn the corner and the Wraiths will be right infront of you. Tag one
with a plasma grenade and run before they blow you up. Wait and run
over there again, but tag the second Wraith. After they both took a
plasma grenade, take the driver seat of the Spectre and let the Elite
get the gun. Just do hit-and-run tactics until they're both destroyed.
If you don't have your Spectre anymore, just shoot at the Wraiths with
your weapons and eventually you'll get them both. Go in the doors and
meet up with the Elite and two Hunters.
Hard? If not, you must of been on easy. Follow the Hunters and Elite to
the next door. If the game didn't screw up, you should still have the
weapons when you last played the Arbiter in level 7. Equip your Brute
Shot and let Hunters distract the Brutes while your run up the ramp to
the right. Plasma grenade the turret gunner and turn on your stealth,
then position yourself behind them and start to melee them. Two more
Brutes will come through the door nearby so be ready. When it's clear,
exit through the door and you'll be in a large cave. If you don't have
a Particle Beam, go back and grab the carbine in the previous room near
the door. When your ready, enter the cave and pick off the Brutes on
the other side. Then turn your attention to the Brutes that will appear
next to you. Melee or shoot them in the head and follow the path. Turn
on your stealth and go around the turret gunner and stick a plasma
grenade to his back. Keep going and you'll meet another wave of Brutes
and Jackals. Take out the snipers first and then headshot the Brutes.
Melee the last Brute to death and then follow the path to the door.
You'll be on a bridge with several Jackals and Drones on it. The
Jackals are pretty bunched up, so plasma grenade them and snipe the
Drones at the far end. A plantom will appear so quickly cross the
bridge if you must and deal with the remaining Jackals and Drones on
the other end. Go through the door and follow the hall. You will enter
a two leveled room. Go up the ramp to the second level and exchange
your weapon (not the Brute Shot, keep that) for the two Needlers in the
canister. Duel-wielding them, turn the corner to the left and unleash
hell on the Brutes below. Kill one or two Brutes, then retreat and
switch to you Brute Shot. Run back in and melee the three Jackals
nearby. Retreat then equip your Needler you dropped. Turn the corner
again
and finish off the remaining Brutes. If you run out of Needler ammo,
use your Brute Shot grenades and take them out. When they are dead,
find a plasma pistol and free the Elites and Hunters in their cells by
shooting the little device infront of the shield. When they are all
free, replace your weaponry with a Brute Shot and a carbine. Exit
through the doors and follow the hallway. You'll be outside again but
you'll hear Sgt. Johnson's voice. Kill the two Brutes with their backs
to you and hunt down the others that are battling the Marines. After
the cutscene, wait for the Banshee's to come and when they land, take
one. Fly up high and go ahead of the scarab. Take care of the three
Wraiths in it's way (use the fuel rod on the Banshee, it really helps),
then move ahead. When you enter the valley again, there will be two
turrets on each side of the valley, so quickly take them out and wait
for the scarab to catch up. When it does, two separate Spectre's will
come so fuel rod them and turn your attention to the sky, where sets of
enemy Banshee's will come. Deal with them and if your Banshee is badly
damaged, search the ground for a spare. When the scarab reaches the
beach, take care of the two Wraiths that will show up near it's legs.
Then deal with the continuing Banshee attacks until Sgt. Johnson blows
open the door for you. When it's open, take your Banshee and crash into
stuff till you break one of the wings (trust me, you'll love me after
this). Fly to the door and go in with the Banshee. When you go in, pull
up and find the opening near the roof. Fly to the other side and find
the door. Park the Banshee infront of it, then walk up to the door to
open it. Jump in your Banshee and fly in. To the right some Brutes will
appear, but since you have a Banshee, they ain't no problem. When
everyone's dead, go through the right door. After the cutscene, kill
the Brutes infront of you and jump onto the main platform. Tartarus is
easy to kill when you know when to shoot. Sgt. Johnson is sniping for
you so when he gets three successful hits on Tartarus, his shield will
go down and that's your que to shoot him. When you do this twice, some
Brute reinforcements will come so be prepared fo
r them. When they're dead, just run around and make sure you're not not
hit by Tartarus's war hammer, which is a one-hit killer. The energy
beam in the middle of the platform can boost you up to the upper level.
Also, watch out for the holes in the floor on the middle level when
your dodging Tartarus. On lower difficulties, you can kill Tartarus
pretty quickly, but on higher difficulties it may take some time. No
matter, just wait for Sgt. Johnson to lower Tartarus's shields and then
go nuts. Use projectile weapons, NEVER melee Tartarus, since he'll
counterattack and you'll be dead instantly. Stay in the middle level
and in the open since Sgt. Johnson can't hit Tartarus when he's on the
top level or when his view is obstructed by objects. When he's dead,
you've beaten the game! ^TOP^
|
Guide to Dual Wielding...Guide to swords
|
The Ins and Outs of Dual Wielding
One of the biggest gameplay differences between Halo and Halo 2
is dual-wielding. Here's a brief look at how it works, its pros and
cons and the subtleties you might not even have considered.
Dual Wielding Basics
Dual Wielding sounds simple enough. Why use one gun when you can use
two? Master Chief has two hands, after all. And there' lots of guns
just laying around! Well, it's not as simple as that, but we think
we've got a pretty cool system in place, one that adds fun, depth and
strategy to the single and multiplayer game types.

Dual Needlers work best at close to mid range, since the tracking grows less accurate with distance.
At its simplest level, Dual Wielding simply allows the player to
press Y to pick up and use a second weapon. But naturally, things
aren't always as simple as they seem. First up, this is the list of
weapons you CAN dual wield – all of which are guns the Chief ordinarily
uses in a one-handed grip (Covenant Energy Sword is the single
exception to this rule):
Covenant Plasma Pistol
Covenant Plasma Rifle
Covenant Needler
Covenant Weapon (unrevealed)
Human Pistol
Human SMG
Now, that's a relatively short list, but remember you can wield any
combination of two, and in your left or right hand. Which adds up to a
total of 36 possible variations of dual wielding. Left and
right-handedness is more important than it sounds. We found for example
that right-handed players prefer to use their right hand for their
principle or favorite weapon, even when using two.
This means of course, that you CANNOT wield two Battle Rifles, two
Sniper Rifles or two Rocket Launchers. That said, the double rate of
fire on two allegedly weaker weapons can often match or exceed the
power of a single rifle/launcher.
Controlling Dual Wielding is incredibly simple, but adjusting to its
rhythm and nuance takes a little time. Eventually it becomes
instinctual. In fact, Halo 2 aficionados claim that they get a little
discombobulated when they go back to the original Halo.

Try mixing and matching lots of combos to see what works best for your play style.
When holding a Dual Wieldable gun, simply walk over a second gun and
press Y to pick up and dual wield the second weapon. It will, by
default appear in your left hand, but you can swap (while dual
wielding) another weapon you find into your right hand by pressing X.
If you happen to be standing over a dual wieldable weapon, but don't
want dual wield that weapon, you can tap Y to drop the one in your left
hand, or press the B button to melee punch AND drop the left-hand
weapon at the same time. This combination of efficiency, speed and punchaliciousness makes using melee the preferred way to toss a second weapon. Tricky to explain, but easy to use.
You'll notice when holding two guns that the user interface changes
slightly, displaying the left-hand weapon ammo or charge on the top
left of the screen, and the right-hand weapon ammo or charge on the top
right hand side. Couldn't be simpler. Pressing X while dual-wielding
will reload both weapons, unless, for example, the other weapon is a
plasma pistol and being overcharged at the time. This nuance proves
incredibly useful, since it allows you to reload and prepare for your
next target at the same time. Pressing reload will automatically reload
only a weapon with a (partial or fully) depleted clip. A weapon with a
full clip will, for obvious reasons, not reload.
Picking the correct combination of weapons is key, and to be honest
there are very few bad combos. Some however, are more effective than
others. And some have very unique properties. We want you to
experiment, but here's a few pointers to get you started:
Plasma Pistol and Human Pistol: Use the plasma
overcharge (hold then release the trigger) to deplete an opponent's
shield, then squeeze off a single headshot to kill the
shield-challenged enemy. Accurate shooting is required.
Twin Needlers: The needles will penetrate shields
and flesh, and should seven or so enter an opponent's body, they will
explode – and in MP games with standard rules, that will kill
instantly. Press and hold both triggers simultaneously to do it.
Twin SMGs: Great against nearby opponents.
Especially effective against drones in Campaign, since the "walk" (the
constant lift caused by kinetic energy from the guns) can actually work
to the player's advantage, when fighting Drones, for example. And two
SMGs can be excellent for close-quarters assaults on multiplayer
opponents.
SMG and Human Pistol: Surprisingly effective at
close quarters and at distance. Use the pistol for long-range
headshots, while constantly depleting their shields and health with a
spray of SMG fire. Remember also that one pistol shot will detonate a
fusion core.
Now, one of the techniques employed by players in the original Halo
was switching. That is, using the properties of one gun, the plasma
pistol for example, and then quickly switching to another to finish the
job. That's still possible in Halo 2, and sometimes necessary. Try
using the plasma pistol overcharge and then quickly switching to the
battle rifle when human pistol is unavailable.
So there you have it, a quick guide with some easy answers, but the
real fun will come when you start experimenting yourself. Try
everything. You may even find a combo useful in circumstances we never
imagined.
Oh and as for the unrevealed Covenant weapon, it's neat, but nothing to get your knickers in a twist over.
Part One: Swords
You’ve read a lot about Swords by now, and we should probably
explain what it is, and how you play it. For one thing, we feel pretty
confident saying that Swords is quite unlike any other game mode, in
that it is both frantic and stealthy at the same time. Swords can be
found in the sub menu of the “Slayer” rules.
Basically, each player is equipped to begin with a Covenant Energy
Sword. The Energy Sword is a twin-bladed weapon, which can work using
either the melee button for rapid, dangerous strikes, or when in range
and locked-on, the player’s reticule will turn red, indicating that a
powerful and deadly lunge-strike is available. Timing your press of the
right trigger to coincide with the reticule turning red, is key to
excellence in Swords.
Unlike the Campaign mode, Swords in multiplayer last forever, and
never lose their deadly lock-on ability. Soon, the ground will be
littered with corpses and dropped Swords. The player will also note
that they are equipped with grenades – these will prove to be a
deciding factor in the game, and has the bonus effect of lifting the
oppressive and frightening silence with a few staccato explosions every
now and then.
Swords works best on small maps with a few players, or medium size
maps with lots. Large maps are just too, well, large. Lockout, Ivory
Tower and Midship are probably best, but large groups could enjoy games
on Zanzibar, Ascension and even Colossus. One on one matches work
brilliantly on Lockout and Midship, but everything else can get lonely.

I'm gonna give you such a stabbing!
Motion tracker is by default active, since it actually adds to the
tension, but some players may deactivate that feature in the quick
options. We prefer to keep it on. Not knowing if a player is above or
below you adds a note of terror to a tense match of Swords.
Speaking of above and below, we should mention that the lunge isn’t
just lateral. If you have a lock on a player above or below you, that
killer-lunge will make you leap directly at anyone unfortunate enough
to be in the way. You may think you’re safe on a ledge looking down,
but a locked-on Sword-wielding player can lunge a lot higher than he
can normally jump. The vertical game becomes vital for success.
There are tons of tricks you can use to succeed. Camping can work,
but many’s the player who’s been caught squatting behind a crate,
forgetting, apparently that he has a huge, meter long glowing sword
sticking out. Some players prefer a fishing expedition – lure an
opponent towards you, and then retreat, but remain facing the sucker.
The nanosecond he’s in range, hit that right trigger. Naturally, he can
do the same, so keep your wits about you.
Waiting in a gap between structures, say, on Lockout or Ivory Tower,
can also prove fruitful. As a player makes the leap across the gap, you
can lock, lunge and strike. He’ll never know what hit him.
We like to increase our controller sensitivity for this game mode,
since rapid turns, and quick vertical looks are essential. Some players
may prefer to retain the smooth predictability of a lower setting, but
we want speed, always. This is especially important as you track
vertically, or need to spin around quickly.
If you're playing on a small map with a large number of players, be
aware that there is ALWAYS someone behind you. If you just made a kill,
it's prudent to immediately spin around, since the fight probably
attracted the attention of another Swordsman.

You can change the default Swords options easily.
Your spawn point can make the difference between life and death. If
there are only a few players, they will tend to spawn quite safely, at
some distance from the nearest player. However, as a map becomes
crowded, spawn points can become more hazardous, although if you're
facing in the right direction, it is possible to spawn conveniently
behind someone, without of course alerting his motion tracker.
That exact phenomenon makes kill-stealing (basically swooping in on
weak, injured players) especially effective in Swords. It's low and
dirty, but it works. Watch a melee battle and attack the victor in his
moment of triumph. You can also lob grenades at two circling opponents
to create confusion and occasionally get a nifty double-kill.
If you end up in a tight corner and find yourself thrashing the
right trigger frantically, you're gonna get killed. You won't be able
to achieve a lock in a panic and the right trigger attack is too slow.
Switch to the melee button immediately if things are getting stabby!
This is easier said than done, but with practice, it'll come naturally.
If you're dodging, dodge left or right. A locked-on player can miss
if you sidestep at just the right time. Be careful too, when lunging,
since foolish dives forward can take you over the edge of a precipice.
And you don't want to yell some stabby smack-talk seconds before the
Guardians kill you...
FRANKIE TIP: Lie. Seriously. On System Link games,
and now on Xbox Live, try saying things like, "I can't believe I just
fell to my death!" And then make with the stabbing. You'd be surprised
how effective it is. Just ask Shishka or Sketch….
|
Enemys Vehicles weapons
|
Enemys
-Elites-
Elites
stand about 8'6 tall, posess immense strength & are the Covenant Commanders
in all combat activities, therefore, whilst their tactics & power may
give them a powerful edge, if you take down the Elite in a group, his supporting
Grunts & often any Jackals, will scatter in fear. The following is a list
of Elite types & their abilities & tactics.
Crystal: Physically
the weakest, & always invisible, carrying a Plasma Sword or Rifle,
they appear to opperate as the Covenant 'spies', as such they do not carry
shields, perhaps to allow for a more effective element of Stealth.
Blue:
The standard
Low-Level Elite, carrying a Plasma Rifle or sometimes a Needler, although
they are very strong & able to take a lot of punishment, they can
easily be taken out if their shield is sapped, they are more tactically
aware than their subordinates, but do not pose a great challenge to an
experienced & well armed opponent.
Purple:
Such Elites
appear as little more than a more advanced Elite, perhaps more experienced
than a standard Elite, they appear more tactically aware & are slightly
more dangerous.
Maroon:
A very strong
Elite who is rarely seen in Halo on lower difficulties, however they are
extremely powerful, even on the lower difficulties. Maroon Elites opperate
as a Commander for most other Elites due to their higher rank & greater
experience.
Gold:
The 'Generals'
of the Covenant forces, Gold Elites turn up in situations of great importance
& lend an extremely sharp tactical edge to the forces under their
command, they also carry more powerful shields & occasionally, Plasma
Swords, combined with their often excercised jumping ability, impresive
speed & tactics, they are a very dangerous foe.
Black:
The Special Opps
forces of the Covenant, quick & very deadly, carrying almost any Covenant
weapon & even on occasion, using grenades. The Black Elites are often
the most tactical of any Covenant & their positioning can often be such
that they are nearly unapproachable, anihilating their enemies with but
a few hits against their shields. They often opperate with a group of Spec
Ops Grunts, often carrying Fuel Rod Cannons to deadly effect.
-Hunters-
Hunters
stand around 12', but they contract to around 8' for battle, have an imperveous
armour & shield which they use to melee, & a dangerous fuel rod gun,
their only weak-spots, are the points at which their armour has niches for
movement, usually on their backs, a sniper shot taken to any exposed area
is a great way of taking them down, but unless you're well hidden, they'll
usually be hiding these & shooting back. A pistol is also a great weapon
against them, a single shot being enough against their weak skin. Plasma weapons
are also useful, though the plasma rifle often bounces off, unlike the plasma
pistol. A good tactic is to let them charge, & to side step or simply
jump, so you get to shoot & melee them in their back.
-Brutes-
The
Brutes are an extremely violent species, enjoying the mutilation of their
enemies & able to take a great deal of punishment from small arms, their
weapons feature a blade of some sort & their speed & agility make
them a very leathal enemy, despite their lack of tactical awareness, they
are likely just as dangerous as Elites.
-Jackals-
Jackal
stand about 5'8 tall, they have extremely sharp vision, carry shields &
are the Covenant snipers, on higher difficulties, being hit by a Plasma Pistol
from one of these guys is a serious danger, they carry personal hand-held
shields & love to charge their pistols to take your shields out, they
wont run if you kill an Elite, but a good idea with these guys is a well placed
grenade (though they do try to avoid them) or to use their own weapons against
them, a charged plasma pistol is sufficient to remove their shields.
-Grunts-
Grunts
stand about 5 foot tall & are relatively weak, however a pack can overwhelm
careless marines & on higher difficulties, a pack of poorly handled Grunts
will likely spell your doom too. Often you will encounter many rather stupid
grunts, however, you may also find some with darker armour in Halo, these
are veterans & more dangerous, sometimes a Grunt may also be carrying
a Fuel Rod Gun, in these instances, don't hang around to see what happens.
Black
Grunts: Special Opperations Elites, though rare, are supported by
groups of Black Armoured Grunts, carrying a variety of weaponry, including
Fuel Rod Cannons.
Red
Grunts: Leaders
of the standard Grunts, you can take any amount of Elites or Red Grunts out,
but if there is even one Red Grunt left, you've still got a working pack against
you, even if it may be a slightly cowardly pack.
Standard
Grunts: Dumb &
easily scared, taking out their Master (any nearby Elite, usually the highest
ranking) will have the standard Yellow Armour Grunt running for cover &
cowering behind the nearest shelter.
-Drones-
Better
known as "Buggers" The drones are anoing and new to Halo. We still do
not know much but they will try to snipe you, so use ammo but don't
waste your rockets.
Vehicles
-M12
LRV - Gausshog-
Features:
- Armaments: Rear Mounted
Gauss Cannon (MAC Opperation)
- Weight: 3.25 Tons
- Capacity: 1 Driver, 1
Passenger, 1 Machine Gun Opperator
Information:
The Gauss
Hog' looks set to wipe that smug grin from the Covie's faces one Elite at a
time.
The powerful
Gauss Rifle mounted in place of the standard machine gun increases the Hog's
firepower exponentially, disecting vehicle & infantry alike in a single
punch of magnetically accelerated goodness.
-M12
LAAV
Features:
- Armaments: Rear
Mounted M41 LAAV Gun firing 3 Standard Infantry Rockets
- Weight: 3.25 Tons
- Capacity: 1 Driver,
1 Passenger, 1 LAAV Opperator
Information:
This light reconnaissance
vehicle is an excellent rapid deployment craft, it has a large anti-infantry
capacity within the UEG & is an excellent piece of hardware when speed &
capacity is required for a quick ground insertion, this unit's Rocket Platform
significantly increases its anti-vehicle capacity & makes it a force to
be reconned with.
Warthog
Guide:
The Warthog
always confuses new players, mainly because of the way its sterring system opperates,
however, once you get used to going in the same direction as the screen, it
really isn't all that bad.
The Warthog
is a great vehicle, but prone to tipping, especially at high speeds, when cornering
try maybe slowing or using the A button to brake a bit, the vehicle is also
heavily affected by terrain, so always be careful, especially of running into
large objects as the Warthog could flip or simply fly dangerously.
The LAAV
Rocket Platform makes this Hog' a whole different vehicle to the standard Warthog
& changes its use completely, think tanks that are faster & a lil' less
powerful.
-All
Terrain Vehicle (Quad Bike)
Features:
- Armaments: None, driver
must use free hand to opperate weaponry
- Weight: unknown
- Capacity: 1 Driver
Information:
The Human ATV is an
extremely fast, 1 man vehicle with no mounted weaponry, it is used in a swift
transport & assault capacity, with the driver able to use a single handed
weapon when driving, though this may affect control.
ATV
Guide:
The vehicle could likely
be used for a rapid attack & flag capture maneuver, & is probably the
human equivalent of a Covenant Ghost, without the weaponry of course.
-The ATV has
been axed from Halo 2 for reasons pertaining to its enjoyment value, however
there is a possibility of release as Downloadable Content on Xbox Live-
-The
Pelican-
Features:
- Armaments:
Rear Mounted Machine Gun (On Some Models)
- Weight:
Unknown
- Capacity:
2 Pilots, 10 Passengers
Information:
Perhaps the sleekest
looking thing within the UNSC, though the Long-sword gives it a run for it's
money, the Pelican is a standard Human Dropship, capable of transporting 10
fully equipped marines into battle with a pilot crew of 2.
The Pelican can travel
at high-speed & hover at almost any height as long as the consumption rate
of fuel will allow it. It also features tuck-away landing struts for extended
drops & storage, as well as an air tight interior (when closed), allowing
the Pelican to opperate in space & when traversing an atmosphere.
Some Pelicans are
fitted with powerful Gattling Guns, mounted in their rear-chamber, opperated
by on-board marines.
Covenant

-Ghost-
Features:
- Armaments:
2 100-250kW Range Plasma Cannons
- Weight:
3.25 Tons
- Capacity:
1 Pilot
Information:
The Ghost
is an excellent rapid attack & scouting platform, a few Ghosts can easily
decimate infantry & mobile forces alike, the ability to strafe makes the
Ghost even more deadly as it can surround & track a target all by itself,
whilst still melting the defenseless opponent with its dual Plasma Cannons.
Ghost
Guide:
Whats
fast, powerful & painted by a psycho & a pot of purple paint? The Ghost
of course!
As
with the Warthog, driving is fairly simple, but you want the advanced tactics,
like how to do a wheely even though you have no wheels!
As
the Ghost hovers, it isn't affected by terrain, so you need only watch out for
big objects which you might run right into, to get over such obstacles, pressing
'A' on Xbox & 'Space' on PC, puts the Ghost into a nose up position, making
jumping a bit smoother, & a great stunt to boot, to make sure you always
land your Ghost, pressing back on your control stick or movement controls helps
to keep your nose up & landings, though sometimes not very smooth, are better
than tips.
When
fighting in a Ghost its a good idea to strafe around your target, making yourself
less of a target, whilst always firing on their position, Ghosts are great for
killing Tankers & unless you get caught on approach that Uber gunner is
yours & your plasma slugs
-The
Shadow-
Features:
- Armaments:
Plasma Turret
- Weight:
Unknown
- Capacity:
1 Pilot, 1 Passenger, 1 Turret Opperator
Information:
The Shadow is a new
Ground Assault Vehicle for the Covenant, often employed by Elites for rapid
attack, it seems to borrow heavily from the Human Warthog, carrying 1 pilot,
1 passenger & 1 gunner for the mounted Shade turret at it's rear.
The Shadow is particularly
fast & maneuverable & in true Warthog style, when in the right hands,
it becomes a dangerous thing indeed.
-Banshee-
Features:
- Armaments: 2 Fuel
Rod Cannons/2 100-250kW Range Plasma Cannons
- Weight: 2.25 Tons
- Capacity: 1 Pilot
Information:
The Banshee is an
excellent unit for surprising folk, its aerial prowess & maneuverability
are incredible & it packs some really heavy hardware, however, be aware
of the Banshee, it can be a mixed blessing, avoid head on attacks, these will
make you rocket fodder...
Banshee
Guide:
The Banshee is a powerful
vehicle, its Fuel Rod Cannon & Double Plasma Cannons can decimate ground
forces & vehicles alike, while its armour protects the pilot extremely well
from small arms fire. The Banshee should be used as an aircraft, too many pilots
attempt to mow down targets, only to find themselves on the recieving end of
explosives & heavy fire, attempt to use the Banshees extreme range advantage
for bombardment of targets.
-The
Creep-
Features:
- Armaments: 1 Shade
Turret (Mounted)
- Weight: Unknown
- Capacity: 1 Pilot,
Several Passengers, Turret Opperator
Information:
It may sound like
the nick name for a pretty shady kind of guy, but theres no missing the Covenant
Transport Bus, especially if its firing its very own Shade Turret at you.
The Creep is used
by the Covenant as a means of transporting troops across distance in a reasonably
safe manner, likely in a similar way to the 'Troop Hog', but unlike its human
counterpart the 'Creep' carries its own shade turret & is slightly more
protective of its cargo.
-The
Phantom-
Features:
- Armaments:
Heavy Plasma Cannon
- Weight:
Unknown
- Capacity:
Unknown
Information:
The Phantom is a new
Covenant Dropship & Air Patrol Craft, first encountered during the Covenant
invasion of Earth.
Primarily used as
a drop ship for Brutes & Elites, it also carries a heavy plasma turret,
not too far removed from those carried on Cruisers.
The Phantom is strangely
maneuverable for it's size & can travel at great speed, making it a dangerous
enemy, the fact that Brutes like to drop from the Phantom & onto your head
doesn't make things easier.
Weapons
-M6D
Pistol-
Features:
- Standard Issue
Pistol
- Recoil-Opperated
- Magazine Fed
- 12.7mm semi-armour
piercing rounds
- Semi-Auto/Automatic
fire
- Dual Wielding
Pistol Guide:
The
M6D pistol returns in Halo 2, but in a far weaker form to the original, the
Smart Linked Scope is gone & rounds are less effective against most enemies,
however, the pistol is a dual wield weapon, & two M6Ds can still be a dangerous
force.
-Sub-Machine
Gun-
Features:
- Potentially weak damage, offset
by rapid fire
- Rapid Fire Rate
- Dual Weild Weapon
Sub-Machine
Gun Guide:
The sub-machine guns
are fast firing, light damage weapons, which when used togeather promise to
produce a very comforting supression & total oppresion effect against enemies,
of course if used against you, you may find yourself in a sticky situation much
faster than usual.
-Battle
Rifle-
Features:
- High Power Rounds
- Smart Link Scope
- Single
Round Fire Mode in Zoom, 3 Round Burst Standard Fire Mode
Battle
Rifle Guide:
The Battle
Rifle has two modes of fire, standard being a 3 Round burst of immense power,
firing single Rounds when zoomed but at a high speed, limited only to the users
ability to press the trigger. The Battle Rifle carries a smaller magazine than
previous Rifles, but its shots are more powerful, the 3 Round Burst being enough
to incapacitate a shielded foe if planted in the targets skull.
-M90
Shotgun-
Features:
- Pump Action
- Magazine fed
- 8 gauge magnum (3.5'') round
Shotgun Guide:
This is a great weapon
for close range, at longer ranges it makes a useful supression weapon, as you
can cover a large area, but where it really comes into its own is waiting round
a corner or above a base ramp on Blood Gulch for a one-shot to the face kill.
At a slightly increased range it usually takes quite a few shots due to the
dispersement of fire. Really good for snipers to carry with their Sniper Rifle,
so that if they get attacked up close & personal they've got a pretty simple
solution: Bang, get outta my face & go find yours!
-S2
AM Sniper Rifle-
Features:
- 2X & 10X Smart Linked Zoom
- Gas-opperated
- Magazine fed
- Light amplification
- 14.5mm armour-piercing fin stabilised
discarding sabot rounds
Sniper RifleGuide:
Now we're talking! My
weapon of choice & one of the best Sniper Rifles of any game, the best advice
I can give is to check out my Sniping guide, get yourself a nice spot to run
around in & some rocks to duck behind, then pick those shots, no camping
though! It makes you a melon, & melons are easy to hit.
Its 14.5x 114mm APFSDS
is an anti-material munition which can easily over-penetrate several armored
soliders.
-M
19 SSM Rocket Launcher-
Features:
- 2X Smart Linked
Zoom
- Shoulder mounted
- Magazine load
- Fires 102mm shaped-charge,
high-explosive Rounds
- Vehicle Tracking Rounds
Rocket Launcher Guide:
Having
a headache over Tanks? Ghosts got you down? Warthogs Working You up? Then get
yourself down to megalomaniac mart & for $5000 we'll get you out fitted
with your very own, personal, infantry mounted anti-armour Rocket Launcher!
Perfect for eliminating pesky Tanks & worrying Warthogs. The M 19 SSM is
a powerful weapon & can be used to great effect against most targets, however,
it is an explosive device & caution is advised as the opperator is as much
at danger as the target. The newest M 19 SSMs now feature a target selective
Tracking mode, any target of sufficient mass, when painted by the lock-on reticule
will be followed in a limited manner by the HE rounds, making the M 19 SSM even
more deadly in an anti-vehicle capacity.
-M9
HE-DP Grenade-
Features:
- Heavy Explosive
Hand Held Device
- Pin-pull-throw
system
M9 HE-DP
Guide:
Boom,
it rolls, it bounces, it flys, its your all purpose boom ball!
Excellent for surprising an enemy,
because you can barely see the thing if you do it right, if you see one coming
your way, move, & be careful not to stray into enemy sights.
-Covenant
Plasma Pistol-
Features:
- Semi-automatic
directed energy pistol
- Single shot &
charged shot fire
- Dual Wielding
Pistol Guide:
Another
under-rated pistol weapon, whilst I'll agree its not a weapon of choice, its
damn fine for taking down a shield, whilst I don't reconmend using it solo,
if its all you have, get in close, charge the shot, then hit your target for
a quick kill, if you can use it in conjunction with a weapon like the Assault
Rifle to soften a target ready for spray fire its even better, though its rapid
rate of fire means even Grunts can be dangerous with just a Plasma Pistol...
Thanks
to the new dual wielding of Halo 2, the Plasma Pistol may take on an even more
dangerous role, consider this; Plasma Pistol Overloads a target & quick
fire prevents escape whilst an SMG riddles target pepper style ;)
-Needler-
Features:
- Automatic
- Magazine Fed
- Homing shot weapon
- Excellent Melee damage when fully loaded
- Dual Wielding
Needler Guide:
Whilst the Needler is incapable of shield/armour
penetration (excluding MJOLNIR Suit Shields & Elite Shields) the Needler
is capable of hitting a target from great range, its shots explode after a time
& if a target is hit by a full magazine they will often be out for the count
due to the built up explosion from a number of well placed needles. However,
caution is reconmended, because the explosion of the shots is harmful to those
nearby. The new itteration of the Needler is similar to an SMG & is even
more powerful than the original, as well as incredibly fast.
-Covenant
Plasma Rifle-
Features:
- Directed Energy
- Semi-auto/Automatic
- Prone to over heating
- Duel Wielding
Plasma Rifle Guide:
The
Covenant seem to be good at taking down shields, & a few shots with this
will manage just that, a good tactic for sustaining fire without over-heat or
stopping is to simply tap the trigger so you have a high fire rate, but the
gun has a chance to cool also.
Be
aware this weapon actually slows enemies, making it difficult for them to move,
or return fire...
Note:There is a "Brute" Plasma rifel and it is redish pink.
-Covenant
Carbine-
Features:
- High Power Output
- High Rate of Fire
Carbine
Guide:
The Covenant
Carbine is a standard infantry weapon of great power, with a respectable rate
of fire a user is able to deliver a lot of damage before having to wait for
the weapons heat to disipate.
Brute
Shot-
Features:
- Covenant Explosive
Launching
- Powerful Blast Radius
- Bladed Barrel
Brute
Shot Guide:
Utilised
solely by the species known as 'Brutes', the Brute Shot has incredible damage
potential, firing explosive devices, much like a grenade launcher, which explode
on impact with a large radius of potential damage. Marines are advised not to
engage Brutes in close combat due to their emmense strength & the Bladed
Barrel of the weapon, which is extremely dangerous upclose.
-Energy
Rifle-
Features:
- Extremely Powerful
Output
- Low Fire Rate
- Quick to Overheat
Energy
Rifle Guide:
The Covenant
Energy Rifle is the premier long-range weapon, firing single bolts of emmense
power, the Energy Rifle is deadly, especially when used against an unsuspecting
target. The Energy Rifle is a victim of its own success however, such power
resulting in a very short time before the weapon overheats, however, a skilled
user should be able to opperate without any need to let the weapon dump excess
heat by carefully timing shots. UNSC forces are advised to be extremely careful
when in areas likely to be manned by Covenant Sharp Shooters.
-The
Plasma Sword-
Features:
- High Powered
- Melee Attack Only
- Tracking Attack
Mode
Plasma Sword Guide:
Well,
not much can be learnt untill its been used, but bear in mind, the lock on
attack could leave you open to attack if not performed correctly, & you'll
find it difficult to change direction mid attack. However, up close, no weapon
is more devastating (without blowing everything up), the Plasma Swords are
in hard to reach places in multiplayer & will need some work to reach.
|
Copright© 2005 The Pillar of Autumn
This website is hosted for free by .
Get your own
Free Website now!
|
|
|